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Старый 02-10-2009, 00:16   #1
fitzcarraldo
DW Sub Captain
 
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The zips are for the USN Reference of the DW? How to include those archives in the sim?

Or are they an external reference?

Thanks...

Fitzcarraldo
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Старый 02-10-2009, 03:44   #2
Fearless
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Сообщение от dasOoops Посмотреть сообщение
This about dw_units_info.zip, dw_act_sonar_list.zip, classif.zip files?
What "readable format" can you want? Tell me more, please.

Basically what Fitzcarraldo is asking also.
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Fearless
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Старый 03-10-2009, 00:30   #3
dasOoops
DW & Il2 player
 
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Сообщение от Fearless Посмотреть сообщение
Basically what Fitzcarraldo is asking also.
Now available tech info about DW RA units, active sonars freqs and US Navy references (Russian only, cp1251) as addition to usnidata.

dwra_u_s_c.zip - all info
dwra_u_s.zip - units and sonars only

Installation:
1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx
2. unpack zip-archive to folder Graphics
3. run from folder Graphics file MyDBadd.bat (cmpUtil.exe needed for work!)
4. Enjoy
Вложения
Тип файла: zip dwra_u_s_c.zip (535.1 Кб, 537 просмотров)
Тип файла: zip dwra_u_s.zip (377.1 Кб, 513 просмотров)
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Старый 02-10-2009, 07:06   #4
Fearless
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An excellent mod indeed. I like the logic and level of realism. What result would it have if for argument sake one compared a direct hit on a nuclear sub and on a diesel/electric sub?
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Fearless
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Старый 02-10-2009, 14:37   #5
dasOoops
DW & Il2 player
 
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About files dw_units_info.zip, dw_act_sonar_list.zip, classif.zip:
dw_units_info.zip, dw_act_sonar_list.zip - external reference.
classif.zip - prepared for inserting to usnidata:
1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx
2. unzip classif.zip to folder Graphics
3. put to filder Graphics cmpUtil.exe (from rar-archive of mod RA)
4. lunch install.bat from folder Graphics
5. delete all txt-files and file install.bat from folder Graphics
For previous version of RA I am made all this info as additional in usnidata. For new verson of RA I am make it some later...
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Старый 05-10-2009, 00:22   #6
dasOoops
DW & Il2 player
 
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Version 2 of tech info.

dwra_u_s_c_2.zip - all info (US Navy reference on Russian, codepage 1251)
dwra_u_s_2.zip - units and sonars only

Changelog:
1. Rockets now not present in torpedoes section
2. Show correct sensors for torpedoes
3. Show sensors for rockets
4. Eliminated duplicate active sensors in active sensors list

Installation:
1. make backup files Graphics\usnidata.grp and Graphics\usnidata.ndx
2. unpack zip-archive to folder Graphics
3. run from folder Graphics file MyDBadd.bat (cmpUtil.exe needed for work!)
Вложения
Тип файла: zip dwra_u_s_c_2.ZIP (539.4 Кб, 539 просмотров)
Тип файла: zip dwra_u_s_2.ZIP (381.4 Кб, 540 просмотров)
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Старый 02-10-2009, 18:59   #7
kpv1974
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Project RA is open project.
We need assistance in addressing problems in the game engine.
List of problems, starting with the highest priority is attached.
We recommend you start with simple problems, because complex scare even the most experienced modders
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection!

1. The Wakehoming torpedos work only against AI ships, but never will be guided on the user controlled ship (OHP, Udaloy). Can you correct it?

2. CIWS is not shoot TASM`s if their class is torpedo. Transfer them to the torpedo-class needed to get the message "torpedo in the water".
Is it possible to kill TASM by CIWS or add a message: "detected missile launch"?


3. Is it possible to make launching SM-2 (Perry) for the starting 45deg to the horizon or above to remove the missiles handspring in multiplayer?
Or to make in slewing platform a fixed angle to the vertical launch weapons and take it (angle) from the database.


4. Is it possible to correct the Udaloy`s gun dead zone. She can not shoot directly.

5. It is possible now to launch Gauntlet only from [F10] and [F12] stations of Udaloy.
Is it possible to make the Gauntlet launching from navmap [F5] with right-click on air objective and select "Engage with..."

(now it is only AK-630 and 100ммGunin a choice there)?

6. Modes "Auto" and "FullAuto" not work for starboard AK-630 in navmap [F5] (but switch shows ON). They works only from the Udaloy`s [F12] station.


7. Udaloy have not the window in mission editor, which put check mark whether the towed array is deployed at the beginning of the mission.
Similarly a new diesel submarines with towed array.

8. ANY AI sub on periscope depth (except those that can be user controlled), which detects ANY AI ship with the switched OFF radar, or the AI helo with the switched OFF radar, launched from the user controlled ship, makes they radar switched ON.


9. If AI sub have a friendly units in the mission, and they find someone by the radar, the AI sub take this contact at any depth.


10. Is it possible to correct improper execution of LAND command for DSRV?

LAND command gives the coordinates of the base-ship to helicopter, but did not give coordinates of base-sub for DSRV.
Improper command LAND for helicopters in certain geographic coordinates (helicopters rise to 2 .. 3 km over the ship)

11. Information on new units, which do not belong to the "original" countries is not available in "Platform Reference" (in the dialog box, which goes directly into the game when a player wants to classify the unit in detail with the Navmap). "Nno data" text In the text window, though in USNI this help file is read correctly.

12. The new user controlled platforms based on LosAngeles weapons interface (Typhoon) have 3rd and 4th numbers of torpedo tubes from the database (there are the launcher coordinates, which generate weapons on launch) which interfere a standard set of rows that will be displayed on the presets display of the weapon. Torpedo is generated not in the torpedo tube but somewhere, where are the real coordinates, which are recorded in launcher number 3. Torpedo tube cover number 4 is attached to the cover number 3 (we made therefore cover №4 not opening now)

13. Is it possible to add a launch silos for Delta-IV, OHIO, Oscar-II?

14. Is it possible to put audio and text message when it detects a goal on the submarine mast detection sensor of the Orion and Tu-142

And also in the attack periscope [F10] station (Akula-2i, 212, SSN21)?


15.Is it possible to remove the "unnecessary" window of torpedo tubes in the section "Weapon loadout" at Trafalgar and the Victor-III under Tubes, CMs, and Stores windows.

16. Is it possible to load the file WeaponLoadOut.DLL from controllers.ini and not from the dangerouswaters.exe?

17. Is it possible to add in Doctrine language the possibility of release of weapons or buoy at Orion from launcher without newtrack?

18. Is it possible to make raised masts visible from other players in multiplayer?

19. Is it possible to reduce the distance of visibility in the periscope? It should be about 8km, now is 15 - 20km.

20. Is it possible to debug commands Launch and LaunchWithLoadout for launch aircraft from ships and air stations (currently it is not working and game crashes sometimes). Let the aircraft takes off on command from the doctrines, or at threat.

21. Is it possible to debug the visual horizon and radars horizon?

Now shown visually very far and radars do not take into account curvature of the Earth.


22. Is it possible to make visual detection of the contact dependent on weather conditions?

23. Is it possible to make the takeoff air received information about a contact from the calling doctrine?

24. Is it possible to send a signal from HULL-sensor to broadband sonar with the Typhoon (which is not TyphoonU)? Now there just a signal from the Sphere array.

25. Is it possible to make the values of "Narrow" and "Wide" presets of missiles passed on to the doctrine?

26. Is it possible to remove unused buttons "Active-Passive" and "Snake-Circle" at 65-76 torpedoes presets?

27. Is it possible that after the launch of a torpedo presets interface would remain active and accessible to the player?

28. Is it possible to add a preset of height of the missile cruise in rocket interfaces?

29. The button MARK is blocked in the IR-camera on KA-27
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Старый 03-10-2009, 02:25   #8
cayman
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Сообщение от kpv1974 Посмотреть сообщение
Project RA is open project.
We need assistance in addressing problems in the game engine.
List of problems, starting with the highest priority is attached.
We recommend you start with simple problems, because complex scare even the most experienced modders
And also we invite all those who have experience in 3d modeling.
There is no limit to perfection!
..
very good conclusions. right now I'm trying the DSRV problem, comparing with SC.exe, the inner doctrine is more complex in DW.exe
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Старый 03-10-2009, 03:20   #9
cayman
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SSBNs Main Rack missing "1" amount error ----fixed

To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio

I made a little fix for that, 3 wpnloadout pack in one, may it be usefull
Вложения
Тип файла: rar SSBN-wpl-fix.rar (139.0 Кб, 573 просмотров)
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Старый 03-10-2009, 17:57   #10
suBB
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Сообщение от cayman Посмотреть сообщение
To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio

I made a little fix for that, 3 wpnloadout pack in one, may it be usefull
Hey,

I've noticed some of your work at subsim and I'm very impressed, especially the custom ship controls screen on the SONG class.

It's good to see your skills and ability contributing to RA mod. I really think if you guys work together, the joint effort can make great things happen very quickly in RA mod..

best of luck..
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Старый 04-10-2009, 01:43   #11
cayman
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texture missing report

Italy SPARVIERO PTGH class, missing "usflg.bmp"
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Старый 04-10-2009, 01:48   #12
kpv1974
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Сообщение от cayman Посмотреть сообщение
To RA team, you might notice that 1 missing stowed in the main rack in SSBNs: Delta IV; Typhoon; Ohio

I made a little fix for that, 3 wpnloadout pack in one, may it be usefull
Hi!!!
That you has corrected?
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Старый 04-10-2009, 20:49   #13
cayman
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Сообщение от kpv1974 Посмотреть сообщение
Hi!!!
That you has corrected?
yes. give it a try. if you want, I could make some further modify. fulfill the default empty tube2,3,4 with weapons. or make SLBM unloadable in main stock
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Старый 24-10-2009, 00:20   #14
dasOoops
DW & Il2 player
 
Регистрация: Dec 2008
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Invisible ship

After hitting one Mk48 ADCAP ship has invisible!!
Миниатюры
Нажмите на изображение для увеличения
Название: dump03454242.jpg
Просмотров: 896
Размер:	160.7 Кб
ID:	8198  
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Старый 25-10-2009, 13:29   #15
kpv1974
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Сообщение от dasOoops Посмотреть сообщение
After hitting one Mk48 ADCAP ship has invisible!!
Terminated!
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Старый 26-10-2009, 01:11   #16
dasOoops
DW & Il2 player
 
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Can`t classificate Ropucha-II LST class in narrow-band sonar! Anybody do it?
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Старый 26-10-2009, 10:51   #17
CrazyIvan
Bugcatcher
 
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Сообщение от dasOoops Посмотреть сообщение
Can`t classificate Ropucha-II LST class in narrow-band sonar! Anybody do it?
Tnx!

This bug fixed
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Старый 05-11-2009, 00:31   #18
fitzcarraldo
DW Sub Captain
 
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Some news of the new updates?

I have some problems with the "RA" versions of the original missions...

Regards

Fitzcarraldo
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Старый 06-11-2009, 14:32   #19
CrazyIvan
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Сообщение от fitzcarraldo Посмотреть сообщение
Some news of the new updates?

I have some problems with the "RA" versions of the original missions...

Regards

Fitzcarraldo
"Some Problems" - ???
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Старый 28-11-2009, 01:35   #20
Alex_SN
Aircraftsman
 
Регистрация: Dec 2008
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Hi again after a lot of time. Yesterday we play the first multiplayer DWX test. We are impressed with the mod, without doubts it will be the next standar of Simulacionnaval (SN) for the next tournaments. Lately we were playing with Alpha Tau 3 mod that we contribute to his development when it was created, but DWX is the following step, you have made an very very impressive mod. This is what we needed!!!!!! (all need of course)

My personal congratulations and congratulations of all SN guys. In the following posts I will put the impressions of every platform.

A first question: is it possible to accelerate the time x2 in multiplayer games??? We play complex missions and only mp. The acceleration would give him many realistic options to mp games that cannot last any more of 2-3h for obvious reasons. Uhhh, yes, is only a dream, I know all the opposite options, but...

Thks a lot for our effort!!!!
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